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Fractured State


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About This Game


"As the Children of the Ancients sweep through the mining 5d3b920ae0



Title: Fractured State
Genre: Indie, Strategy, Early Access
Developer:
Mechanical Monocle
Publisher:
Mechanical Monocle
Release Date: 5 Apr, 2017


Minimum:

  • OS: Windows 7 64-bit
  • Processor: 3 GHz Intel i3 or equivalent
  • Memory: 6 GB RAM

English



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Very promising mechanics and a great resource for mod builders.. One of the best Early Access RTS games I have ever seen. OK its clear it's a long way to final version, but you do see here already great design and nice ideas. The AI is smart and is reliable. The concept of take over buildings and street wars is convincing. The gain of base remembers me of Gangland, but the combat and armies size of Warhammer Dawn of War. It looks promising. Guys you are awesome and keep the good work.. One of the best Early Access RTS games I have ever seen. OK its clear it's a long way to final version, but you do see here already great design and nice ideas. The AI is smart and is reliable. The concept of take over buildings and street wars is convincing. The gain of base remembers me of Gangland, but the combat and armies size of Warhammer Dawn of War. It looks promising. Guys you are awesome and keep the good work.. Very promising mechanics and a great resource for mod builders.


Tesla vs Lovecraft DLC "For Science!" Revealed : We've just revealed the Tesla vs Lovecraft DLC "For Science!".. Update 20170912 is up! : GENERAL UPDATES & IMPROVEMENTS. We Salute You! : Thank you to everyone who has been playing and enjoying Fractured State throughout it's development in 2017! We hope you had a great holiday, regardless if you are a Laperian lap-dog or hippie Child of the Ancients, and wish you nothing but the best in 2018! We can't wait to show what all we have in store for the new year!!! May the gears turn in your favor. If you are enjoying the game be sure to write up a review and let us know what you think. If you want to get in touch with the devs and report any issues you are having, give them your wishlist for future updates or just pat them on the back and wish them well, be sure to sound off in the Discussion Forums here on Steam or over at the game's official forums at: Also be sure to follow us on Social Media: Twitter GPACgames and FracturedState Facebook GPACgames [www.facebook.com] and FracturedState [www.facebook.com]. Version 0.4.3 Out Now : We've just published version 0.4.3! Here are the changes: The lobby chat now informs everyone when a player updates one of their settings The helper text on buildings now displays information about passive bonuses that building applies Conscripts and Knights now have a new ability called Suppression. This ability allows those units to attack building firepoints while outside.. Azkend 2: The World Beneath now available! : Please check out our most recent release, the wonderful match 3 adventure game Azkend 2: The World Beneath.. Happy Early Access Anniversary! : It's been one year today since we launched Fractured State onto Steam Early Access! Here's a pre-update update as we get close to packaging up the next update to go live: MAP PREVIEW has been implemented. They get generated automatically when you publish a map in our editor. Finished up the DECAL feature where custom decals placed and can now be limited to interior or exterior only on buildings. Coming soon - actual game ready decals from Todd that aren't just the Mechanical Monocle logo slapped on stuff! Somehow the terrible cover indicators that Matt made in like 2 seconds hung around for years.. New Version Available and a General Update : You may have noticed that this release is about a month late. Hopefully you did. Maybe you secretly pined away for new content the entire month of May only to be met with silence. I humbly apologize for that silence and give you.the changelist! Improved general performance and memory consumption by eliminating some resource loading Did a huge pass on the UI to provide event-driven flyouts and better information in the unit tooltips Added the ability for a player to surrender at match end instead of waiting for their 60 second elimination timer to run out Improved unit pathfinding performance A squad's cumulative speed is now displayed in the recruit panel before the squad is queued Added the Conservatory and Sanctuary buildings (finally!) Updated the map Diametric (still WIP) Added a bunch of Rowhomes Added real decals Fixed a bug where AI controlled units wouldn't attack player units when they entered a building they were currently occupying This release marks the end of the 0.3.x cycle. We've got some great content planned in the next few releases including two new units coming up in v0.4.0. You can always keep abreast of our development by checking out our Trello board here [trello.com] . Lastly, we'd like to acknowledge that we've agreed to mutually terminate our publishing agreement with GPAC Games. The unfortunate fact is that the relationship didn't work out as either one of us had hoped but we can definitively say that the parting was amicable. We wish John and company all the luck in the world on their future endeavors, whatever they might be.. Version 0.4.2 Out Now : We've just published version 0.4.2! Here are the changes: Updated many sound effects and added a bunch of missing ones Added the ability to combine depleted squads: When the currently selected units have 10 or less total unit population cost a button will appear that allows the player to combine them into a single squad and reduce their used squad population Ragdolls now have varied screams instead of just using a single one over and over The Fanatic now has a passive ability that grants all of his squad mates a 25% rate of fire bonus Fixed a bug in the post game screen where faction ambient music would play instead of the appropriate win/loss music Fixed a bug where the effect that plays when capturing a territory would cause the current music track to reset instead of continuing from its current time Fixed a bug where clicking on an edge notification button would sometimes not dismiss that notification Fixed a bug where units that grant squad wide passive abilities would not remove those abilities from their squad mates when they died Fixed a bug where quitting a match and then completing another one would result in duplicate rows in the stat table in the post game screen. Version 0.4.0 Out Now : We've just published version 0.4.0! Here are the changes: Added a new Laperian unit - the Checkpoint Added a new CotA unit - the Shrine Improved the visual effects for just about every weapon in the game Added ragdolls for units that were missing them Changed the 'Back' button in the lobby screen to say 'Leave' instead so it's clear what it actually does Changed default volume settings when creating a new player profile Increased the range from which Surgeons can heal other units to prevent an issue with them not being able to get to their targets in some cases Screen notifications for squads engaged in combat should now appear again when those squads are not in view Improved unit movement so units step on each other less often and generally space themselves out more reasonably Fixed a UI bug where event panels didn't come into the screen in the right position Fixed a UI bug where world space unit skill buttons would block overlapping buttons when they were on cooldown Fixed a bug where projectile weapons weren't dealing damage when the attacker was on a fire point Fixed an animation bug on the Sharpshooter when he is deployed Fixed a bug where pressing F12 did not save screenshots Fixed a bug where units with custom idle state behavior did not execute that custom logic when they became idle after being micro-moved


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